;================================================================================
; SPECIALS
;================================================================================
;Gai Wheel
;================================================================================
[Statedef 1000]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1000
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 1.9073486328125 ;
y = -7
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = 0.609375
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(2) > 0
x = 0.9765625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,17
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=7
value = 1000,1
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=2
value = 12,3
;=======================================;HitDef
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(8) >= 0 && Animelemtime(9) < 0
attr = A, SA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -80   
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 1000
nochainid = 1000
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(9) >= 0 && Animelemtime(10) < 0
attr = A, SA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -44 
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 1000
nochainid = 1000
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Wheel Landing
;================================================================================
[Statedef 1001]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Gai Driller
;================================================================================
[Statedef 1005]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1005
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7.82646179199219
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(2) > 0 && animelemtime(4) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 3.64790344238281
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=4 
value=200,19
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=5
value = 12,3
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 18,18
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-88
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
attr = A, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-108
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
nochainid = cond(MoveHit, 1100, 999999)
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Driller Landing
;================================================================================
[Statedef 1006]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Slider
;================================================================================
[Statedef 1010]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1010
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 7.82646179199219
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(6) > 0 && animelemtime(9) < 0
x = 0.91552734375
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 3+(var(32)*2),6
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 200,11
channel = 0
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 2+(var(32)*10),11
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
attr = S, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-20
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Front Step
;================================================================================
[Statedef 1015]
type    = S
movetype= I
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;FOLLOW UPS
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet];Driller
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(1) > 1
triggerall = command = "holdup"
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdfwd")
var(4) = 2
ignorehitpause = 1
[State 800, VarSet];Knee Upper
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(1) > 1
triggerall = command = "holdfwd" && command = "holdup" 
triggerall = (command != "holddown") && (command != "holdback") 
var(4) = 1
ignorehitpause = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1015
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7.82646179199219
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(2) > 0 && animelemtime(4) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,5
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,27
channel = 0
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;Driller or Knee
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
value = 1016
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 2
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
value = 1017
ctrl = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Knee Upper
;================================================================================
[Statedef 1016]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1016
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 2.188720703125
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(2) > 0 && animelemtime(6) < 0
x = 0.854156494140625
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=3 
value=1000,4
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-64
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
persistent = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Front Step->Gai Driller
;================================================================================
[Statedef 1017]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1210
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 3.64790344238281
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(4) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(4) > 0 
x = 0.854156494140625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=3 
value=200,19
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=4
value = 12,3
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(3) >= 0 && animelemtime(6) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-88
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Driller Landing
;================================================================================
[Statedef 1018]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Migi Hook
;================================================================================
[Statedef 1020]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;FOLLOW UPS
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = 0
[State 1000, VarSet]
type = VarSet
trigger1 = var(5) = 0 && command != "holdup" 
trigger1 = var(5) = 0 && command = "holdfwd" 
var(5) = 2;If you don't release forward, the move won't come out
[State 1000, VarSet]
type = VarSet
trigger1 = var(5) = 2 && command != "holdfwd" 
var(5) = 1;Now this value can be used as a check for the buffer
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet];Driller
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdfwd" && command = "holdup"
triggerall = (command != "holddown") || (command != "holdback") 
var(4) = 4
[State 800, VarSet];Slider
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holddown" 
triggerall = (command != "holdup") || (command != "holdback") || (command != "holdfwd")
var(4) = 5
ignorehitpause = 1
[State 800, VarSet];Buck 
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdback" 
triggerall = (command != "holddown") || (command != "holdup") || (command != "holdfwd") 
var(4) = 2
ignorehitpause = 1
[State 800, VarSet];Wheel
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdup" 
triggerall = (command != "holddown") || (command != "holdback") || (command != "holdfwd")
var(4) = 3
ignorehitpause = 1
[State 800, VarSet];T S Hook
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") || (command != "holdback") || (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(prevstateno=800,1017,1020)
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1017
trigger1 = animelem = 1
trigger2 = anim = 1020
trigger2 = animelem = 2
x = 4.69587707519531
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1020
trigger1 = animelemtime(1) > 0 && animelemtime(6) < 0
trigger2 = anim = 1020
trigger2 = animelemtime(2) > 0 && animelemtime(10) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1017 && animelem = 6
trigger2 = anim = 1020 && animelem = 10
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = anim = 1017
trigger1 = animelem = 5
trigger2 = anim = 1020
trigger2 = animelem = 9
value = 3+(var(32)*2),8-(var(32)*2)
[State 300, Sound]
type = PlaySnd
trigger1 = anim = 1017
trigger1 = animelem = 6
trigger2 = anim = 1020
trigger2 = animelem = 10
value = 200,1
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-88
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -8.6953125
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1017 && AnimElem = 7
trigger2 = Anim = 1020 && AnimElem = 11
movetype = I
;=======================================;Which way to go?
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1021
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 2
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1030
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 4
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1005
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 3
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1000
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 5
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1010
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 6
trigger1 = anim = 1017
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = anim = 1020
trigger2 = AnimElemtime(10) >= 0 && animelemtime(11) < 0
value = 1015
ctrl = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Migi Hook -> Tenohira Soku Hook 
;================================================================================
[Statedef 1021]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1021
;=======================================; Vels && Movement
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 6
x = 16
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 6
value = 3+(var(32)*2),8-(var(32)*2)
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 7
value = 200,4
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-50
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = H
hitflag = MAF
priority = 5, Hit
ground.type = low
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -8.6953125
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Migi Hook -> Buck Knuckle
;================================================================================
[Statedef 1030]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;FOLLOW UPS
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet];Front Step
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holddown" && command = "holdfwd"
triggerall = (command != "holdup") || (command != "holdback") 
var(4) = 6
ignorehitpause = 1
[State 800, VarSet];Driller
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdfwd" && command = "holdup"
triggerall = (command != "holddown") || (command != "holdback") 
var(4) = 4
ignorehitpause = 1
[State 800, VarSet];T S Hook
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") || (command != "holdback") || (command != "holdup") 
var(4) = 1
[State 800, VarSet];Wheel
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdup" 
triggerall = (command != "holddown") || (command != "holdback") || (command != "holdfwd")
var(4) = 3
ignorehitpause = 1
[State 800, VarSet];Slider
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holddown" 
triggerall = (command != "holdup") || (command != "holdback") || (command != "holdfwd")
var(4) = 5
ignorehitpause = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1030
;=======================================; Vels && Movement
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 4
Trigger2 = animelem = 5
x = 16
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 8
x = -16
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 9
x = -8
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 5
value = 3+(var(32)*2),8-(var(32)*2)
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 6
value = 200,4
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-86
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -8.6953125
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;Which way to go?
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = 1031

[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 3
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = 1000
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 4
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = 1005
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 5
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = 1010
ctrl = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 6
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = 1015
ctrl = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Buck Knuckle -> Tenohira Soku Hook 
;================================================================================
[Statedef 1031]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1031
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 4 
x = 5.02912902832031
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(4) > 0 && animelemtime(7) < 0
x = 0.91552734375

[State 1300, VelMul]
type = VelSet
trigger1 = animelem = 7 
x = 0

[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 6
x = 16
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 6
value = 3+(var(32)*2),8-(var(32)*2)
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 7
value = 200,4
channel = 0
;=======================================;HitDef
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && Animelemtime(8) < 0
attr = S, SA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),0
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -50   
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway    
;================================================================================
[Statedef 1100]
type    = S
movetype= I
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = -2
juggle = 8
facep2 = 1
;=======================================;FOLLOW UPS
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(21):=0,0) || e ;Reset command
var(4) = 0
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdup" 
triggerall = helper(10371), command != "holddown"
triggerall = (helper(10371), var(0) = [2,3]) || (helper(10371), var(1) = [2,3])
var(4) = 1
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdup" 
triggerall = helper(10371), command != "holddown"
triggerall = (helper(10371), var(3) = [2,3]) || (helper(10371), var(4) = [2,3])
var(4) = 2
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdback" 
triggerall = helper(10371), command != "holddown"
triggerall = (helper(10371), var(0) = [2,3]) || (helper(10371), var(1) = [2,3])
var(4) = 3
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdback" 
triggerall = helper(10371), command != "holddown"
triggerall = (helper(10371), var(3) = [2,3]) || (helper(10371), var(4) = [2,3])
var(4) = 4
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = helper(10371), command = "holddown"
triggerall = (helper(10371), var(3) = [2,3]) || (helper(10371), var(4) = [2,3])
var(4) = 5
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdfwd" 
triggerall = helper(10371), command != "holddown"
triggerall = (helper(10371), var(0) = [2,3]) || (helper(10371), var(1) = [2,3]) || (helper(10371), var(3) = [2,3]) || (helper(10371), var(4) = [2,3])
var(4) = 6
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = helper(10371), Var(24)
triggerall = helper(10371), fvar(1)<=2
triggerall = helper(10371), var(2) = [1,3] 
var(4) = 7
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = helper(10371), Var(23)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3]) 
var(4) = 8 
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1100
[State 710: NotHitBy]
type = NotHitBy
trigger1 = 1
value = , NA, SA, HA, NP, SP, HP
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 1
value = 200,15
channel = 0
;=======================================;Which way to go?
[State 1000, 6];Upper!
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1101
[State 1000, 6];Wheel
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 2
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1000
[State 1000, 6];buck
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 3
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1104
[State 1000, 6];Wheel
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 4
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1105
[State 1000, 6];Wheel
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 5
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1106
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 6
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1110
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 7
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1120
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 8
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1200
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway Upper   
;================================================================================
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1101
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 1
value = 200,8
channel = 0
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=1
value = 1000,4
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
attr = S, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-82
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway -> Buck Knuckle 
;================================================================================
[Statedef 1104]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1104
;=======================================; Vels && Movement
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 2
Trigger2 = animelem = 3
x = 16
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 6
x = -16
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 7
x = -8
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 3
value = 3+(var(32)*2),8-(var(32)*2)
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 4
value = 200,4
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-86
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 16,16
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -8.6953125
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway -> Back Tornado
;================================================================================
[Statedef 1105]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1105
;=======================================; Vels && Movement
[State 801, PosAdd]
Type = PosAdd
Trigger1 = animelem = 6
Trigger2 = animelem = 10
x = 16
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 3+(var(32)*2),6
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,9
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
attr = S, HA
damage = floor(67*ifelse(var(56),1.25,1)),8
animtype = back
air.animtype = back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17001+(var(31)*10000)
sparkxy = -15, -76
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13-(var(32))
guard.sparkno = s17501+(var(31)*10000)
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 17
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = ifelse(var(56),-15.75,-7.3828125),-4.5
guard.velocity = -11.1796875
air.type = High
air.velocity = ifelse(var(56),-15.75,-7.3828125),-4.5
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
air.fall = 1
p2stateno = ifelse(var(56),10900,10070)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall.recovertime = 50
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway -> Slider
;================================================================================
[Statedef 1106]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1106
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 5.86732482910156
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(6) > 0 && animelemtime(8) < 0
x = 0.91552734375
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 3+(var(32)*2),6
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 200,10
channel = 0
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 2+(var(32)*10),11
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
attr = S, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-20
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Bridge Sway -> Front Step
;================================================================================
[Statedef 1110]
type    = S
movetype= I
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Button Check/Lock whichever button was used to initiate dash
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,ifelse((helper(10371), var(1) = [1,3]),1,ifelse((helper(10371), var(3) = [1,3]),2,3)))
;=======================================;FOLLOW UPS
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 1600, VarSet]
type = VarSet
triggerall = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdfwd" 
triggerall = helper(10371), command != "holddown"
trigger1 = (helper(10371), var(0) = [2,3]) && var(5) != 0
trigger2 = (helper(10371), var(1) = [2,3]) && var(5) != 1
trigger3 = (helper(10371), var(3) = [2,3]) && var(5) != 2
trigger4 = (helper(10371), var(4) = [2,3]) && var(5) != 3
var(4) = 1
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = helper(10371), Var(24)
triggerall = helper(10371), fvar(1)<=2
triggerall = helper(10371), var(2) = [1,3] 
var(4) = 2
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1110
;=======================================; Vels && Movement
[State 801, VelSet]
Type = VelSet
Trigger1 = animelem = 2
x = 7.82646179199219
[State 801, VelMul]
Type = VelMul
Trigger1 = animelemtime(2) > 0 && animelemtime(5) < 0
x = 0.884674072265625
[State 801, VelSet]
Type = VelSet
Trigger1 = animelem = 5
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,27
channel = 0
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,5
;=======================================;Which way to go
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1110
[State 1000, 6]
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 2
trigger1 = animelemtime(4) > 0 && animelemtime(5) < 0
value = 1120
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Gai Spider Attempt
;================================================================================
[Statedef 1120]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1120
sprpriority = 2
facep2 = 1
poweradd= 109

[State 2000, VarSet]
type = VarSet
trigger1 = 1
var(6) = 1
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 6
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = -6
;=======================================; Hitdef
[State 11040, 1]
type = HitDef
triggerall = p2stateno != 40 && p2stateno !=52 ; Cannot grab during jump start / jump land
triggerall = var(19) = 0 ; Opponent isn't in guarding state
Trigger1 = animelem = 2
attr = S, ST          
hitflag = M         
priority = 1, Miss   
sparkno = -1         
p1sprpriority = 1                     
p1facing = 1
p2facing = 1          
p1stateno = 1121
p2stateno = 1122
ground.velocity = 0,0
guard.dist = 0       
fall = 1              
ID = 1120
numhits=0
air.animtype = back
fall.xvelocity = -2.5
fall.yvelocity = -4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[State 1450, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Gai Spider Grab
;================================================================================
[Statedef 1121]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1121
sprpriority = -2
;=======================================;How tall are ya?
[State 1000, VarSet]
type = VarSet
triggerall = enemy, name != "Hugo"
trigger1 = !time
var(15) = ifelse((target, const(size.head.pos.y)>=-86),30,ifelse((target, const(size.head.pos.y)<=-116),-22,0))
[State 1000, VarSet];Super Tall Man 
type = VarSet
triggerall = enemy, name = "Hugo"
trigger1 = !time
var(15) = -60
;=======================================;Throw Mechanics
[State 801, Width]
type = Width
trigger1 = !Time
edge = 64,
[State -2, WinKO]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50000
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
[State 811]
type = ScreenBound
trigger1 = animelemtime(17) < 0
value = 1
movecamera = 1,0
;=======================================;Binds
[State 810, bind]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
ID = 1120
pos = 26, 0
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
ID = 1120
pos = 26, 0
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
ID = 1120
pos = 52, 0
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
ID = 1120
pos = 2, 0+(var(15)-10)
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
ID = 1120
pos = 0, 0+(var(15)-8)
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(6) >= 0 && animelemtime(11) < 0
ID = 1120
pos = 0, 0+var(15)
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
ID = 1120
pos = 0, -15
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
ID = 1120
pos = -10, -11
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0
ID = 1120
pos = -24, -8
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0
ID = 1120
pos = -100,-4
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(15) >= 0 && animelemtime(16) < 0
ID = 1120
pos = -100,-1
[State 810, bind]
type = BindToTarget
trigger1 = animelemtime(16) >= 0 && animelemtime(17) < 0
ID = 1120
pos = -100,0
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = animelem = 16
y = 0
;=======================================;Damage/TargetStates/SprPriority
[State 1201, HitAdd]
type = HitAdd
Trigger1 = animelem = 9
value = 1
[State 801, Damage]
Type = TargetLifeAdd
Trigger1 = animelem = 9
value = ((ifelse(var(51),-233,-275))+(var(23)*90))
ID = 1120
[State 801, Collapse]
Type = TargetState
Trigger1 = animelem = 11
value = 1123
ID = 1120
absolute = 1
[State 920, 1]
type = SprPriority
trigger1 = animelem = 9
value = 2
;=======================================;Effects
[State 805, Grab Spark]
type = Explod
trigger1 = animelem = 1
anim = 20001
pos = 16, -80
postype = p1
SprPriority = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = animelem = 1
value = 2+(var(32)*10), 1

[State 5100, Grabsnd]
type = PlaySnd
trigger1 = animelem = 1
value = 200,20
channel = 0

[State 5100, CRUNCH]
type = PlaySnd
trigger1 = animelem = 9
value = 1000,0

[State 805, Layer]
type = Explod
trigger1 = animelem = 1
anim = 1122
pos = 0, 0
postype = p1
SprPriority = 2
ownpal = 1
supermovetime = 999
pausemovetime = 999
bindtime = -1

[State 220, Explod]
type = Explod
Trigger1 = animelem = 9
anim = 17002+(var(31)*10000)
pos = 0, -116
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
;=======================================;End
[State 220,2]
type = turn
trigger1 = AnimTime = 0
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Gai Spider Get Hits
;================================================================================
[StateDef 1122]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 1123
[State 9] 
type = ChangeAnim2
trigger1 = selfanimexist(5976) = 0
trigger1 = anim = 1123 && animtime = 0
value = 1124
[State 9] 
type = ChangeAnim
trigger1 = selfanimexist(5976) 
trigger1 = anim = 1123 && animtime = 0
value = 5976
;=======================================;Head Layer
[State 805, Layer]
type = Explod
trigger1 = selfanimexist(5976) 
trigger1 = selfanimexist(5977) 
trigger1 = anim = 5976 && animelem = 1
anim = 5977
pos = 0, 0
postype = p1
SprPriority = 4
ownpal = 1
supermovetime = 999
pausemovetime = 999
bindtime = -1
;=======================================;ScreenBound
[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;=======================================;Safety
[State 820, 2];Escape if throw breaks
type = SelfState
trigger1 = time = 500
value = 5050
;================================================================================
[StateDef 1123]
type = A
movetype = H
physics = N
velset = 0,0
;Common Collapse
[State 1510, 2]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5950)
value = 5950
persistent = 0
;Ironmugen (I hope :P)
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "David Demianoff"
triggerall = Time = 0
trigger1 = SelfAnimExist(6010)
value = 6010
persistent = 0
;KOD, WDA & Sepp
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "K.O.D" || authorname = "Sepp" ||authorname =  "K.O.D & Vans"
triggerall = Time = 0
trigger1 = SelfAnimExist(5400)
value = 5400
persistent = 0
;Fervicante
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "Fervicante"
triggerall = Time = 0
trigger1 = SelfAnimExist(5800)
value = 5800
persistent = 0
;Juke Kisaragi
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "Juke Kisaragi"
triggerall = Time = 0
trigger1 = SelfAnimExist(9219)
value = 9219
persistent = 0
;OrochiKOF97
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "OrochiKOF97"
triggerall = Time = 0
trigger1 = SelfAnimExist(5130)
value = 5130
persistent = 0
[State 1510, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = anim != 5950
trigger1 = anim != 5400
trigger1 = anim != 9219
trigger1 = anim != 6010
trigger1 = anim != 5800
trigger1 = anim != 5130
value = 913
persistent = 0
[State 1510, 2]
type = ChangeAnim
triggerall = anim != 9219
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = IfElse((anim = 5950&&SelfAnimExist(5112)||anim=5400&&SelfAnimExist(5112) ||anim =6010&&SelfAnimExist(5112)||anim =5800&&SelfAnimExist(5112) ||anim =5130 &&SelfAnimExist(5112)),5112,5110)
persistent = 0
[State 1510, 2]
type = ChangeAnim
triggerall = anim = 9219
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = IfElse((anim = 9219&&SelfAnimExist(5111)),5111,5110)
persistent = 0
[State 1510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;=======================================;ScreenBound
[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;=======================================;End
[State 1510, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5110
;================================================================================
;Frog Down
;================================================================================
[Statedef 1200]
type    = S
movetype= I
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = -2
juggle = 8
facep2 = 1
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1)
;=======================================;FOLLOW UPS
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(21):=0,0) || e ;Reset command
var(4) = 0
[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = numhelper(10371)
triggerall = command = "holdup" 
triggerall = helper(10371), command != "holddown"
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1200
[State 710: NotHitBy]
type = NotHitBy
trigger1 = animelemtime(3)>=0 && animelemtime(7) < 0
value = , NA, SA, HA, NP, SP, HP
;=======================================;Effects
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,16
channel = 0
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,2
;=======================================;Which way to go?
[State 1000, 6];Driller
type = ChangeState
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = animelemtime(9) > 0 && animelemtime(10) < 0
value = 1210
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Frog Down -> Gai Driller
;================================================================================
[Statedef 1210]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1210,1215)
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
Statetype = A 
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 1210 && animelem = 4
x = 12
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1210 && animelem = 5
x = 2.188720703125
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1210
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1210
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1215
trigger1 = animelem = 2
x = 7.82646179199219
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1215
trigger1 = animelemtime(2) > 0 && animelemtime(4) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1215
trigger1 = animelem = 4
x = 0
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1215
trigger1 = animelem = 5
x = 3.64790344238281
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1215
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1215
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=4 
value=200,19
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=5
value = 12,3
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 18,18
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-88
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
attr = A, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-108
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
nochainid = cond(MoveHit, 1100, 999999)
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Driller Landing
;================================================================================
[Statedef 1211]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman -> Slider
;================================================================================
[Statedef 1300]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1300
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 5.86732482910156
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(6) > 0 && animelemtime(8) < 0
x = 0.91552734375
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0
;=======================================;Effects
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 3+(var(32)*2),6
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 200,11
channel = 0
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 2+(var(32)*10),11
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
attr = S, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-20
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman -> Knee Upper
;================================================================================
[Statedef 1305]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
velset = 0,0
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1305
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = prevstateno = [200,899]
trigger1 = animelem = 1
x = 12

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6.192718505859375
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(2) > 0 && animelemtime(9) < 0
x = 0.8846730040458696155684668568866;0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;=======================================;Effects
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 14
ampl = -2
freq = 180
[State 200, snd]
type=playsnd
trigger1= animelem=1
value=200,27
channel = 0
[State 200, snd]
type=playsnd
trigger1= animelem=6 
value=1000,4
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,5
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-64
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1305
nochainid = 1305
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman -> Gai Driller
;================================================================================
[Statedef 1310]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Variables
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1310,1320)
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
Statetype = A 
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 1310 && animelem = 4
x = 12
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1310 && animelem = 5
x = 2.188720703125
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1310
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1310
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1320
trigger1 = animelem = 2
x = 7.82646179199219
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1320
trigger1 = animelemtime(2) > 0 && animelemtime(4) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1320
trigger1 = animelem = 4
x = 0
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1320
trigger1 = animelem = 5
x = 3.64790344238281
y = -6
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1320
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1320
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1= animelem=4 
value=200,19
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=5
value = 12,3
[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
attr = S, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 18,18
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-88
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
attr = A, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-108
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 1100
nochainid = cond(MoveHit, 1100, 999999)
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Driller Landing
;================================================================================
[Statedef 1311]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman -> Gai Wheel
;================================================================================
[Statedef 1330]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Variables
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1330,1340)
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1330
trigger1 = animelem = 2
x = 1.9073486328125 ;
y = -7
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1330
trigger1 = animelemtime(2) > 0
y = 0.609375
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 1330
trigger1 = animelemtime(2) > 0
x = 0.9765625

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 1340
trigger1 = animelem = 2
x = 4
y = -4
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 1340
trigger1 = animelemtime(2) > 0
y = 0.3173828125
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,17
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=7
value = 1000,1
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=2
value = 12,3
;=======================================;HitDef
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(8) >= 0 && Animelemtime(9) < 0
attr = A, SA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -80   
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 1000
nochainid = 1000

[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(9) >= 0 
attr = A, SA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -44 
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 1000
nochainid = 1000
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Gai Wheel Landing
;================================================================================
[Statedef 1331]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;XI LAUNCHER HIT SHAKE
[Statedef 10230]
type    = A
movetype= H
physics = N
velset = 0,0

[State 10200, Anim];Custom animation
type = ChangeAnim
trigger1 = selfanimexist(5051)
trigger1 = !time
value = 5051
[State 10200, Anim];No Custom animation
type = ChangeAnim
trigger1 = !selfanimexist(5051)
trigger1 = !time
value = 5030
[State 10200, Anim];loop
type = ChangeAnim
triggerall = anim = [5030,5051]
trigger1 = HitShakeOver != 1
value = anim

[State 10900, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10231

;================================================================================
;XI LAUNCHER FLYING 
[Statedef 10231]
type    = A
movetype= H
physics = N

[State 10100, Anim]
type = ChangeAnim
triggerall = anim = 5030
trigger1 = !time 
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = 5051
trigger1 = (GetHitVar(animtype) = [0,3]) && time = 13 
value = 5050
persistent = 0

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = 5051
trigger1 = (GetHitVar(animtype) = [4,5]) && animtime = 0
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 10900, 1]
type = HitVelSet
trigger1 = !time
y = 1
x = 1

[State 10900, VelMul]
type = VelAdd
trigger1 = time > 0 && time < 8
y = 1.25

[State 10900, VelMul]
type = VelAdd
trigger1 = time > 0 && time >= 8
y = .625

[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 100050, NotHitBy]
type = NotHitBy
trigger1 = CanRecover
value = SCA
time = 1

[State 10900, Hit ground]
type = SelfState
trigger1 = time
trigger1 = Vel Y + Pos Y >= 0
value = 5100
